Weapons

The weapons in RoboWar are diverse and leave hundreds of opportunites for aspiring RoboMasters. While few are ever used (9 points don't buy much), they are a welcome feature and sure to knock the socks off the competition.

Bullets - If nothing else, all Robots have Bullets. They come in three types:

Rubber (0 Points) Damage is equal to half the Energy invested in the attack.

Normal (1 Point) Damage is equal to Energy invested

Explosive (2 Points) Damage is equal to 1.5 times the Energy ivested, plus a 50-pixel explosion is created around the impact area. If your robot tends to get close to enemies, the 'bullet' command (instead of the 'fire' command) may be used to fire a normal bullet instead of risking being caught in the blast.

All bullets travel at Speed 12

Missiles (1 Point) Damage is equal to twice the energy invested. Speed 5

Hellbores (1 Point) Drops an opponent's Shields. Specifications unknown. Speed is equal to Energy invested.

Mines (1 Point) Damage calculation unknown. Robots don't seem to ever try and avoid Mines, though this could be because of their limited use.

Stunners (1 Point) Makes a robot unable to move/shoot/operate for (Energy invested/4) Chronons. Speed 14

Drones (1 Point) Sends out a small homing missile that will target the nearest robot. If hit by another weapon, it will be destroyed. Damage calculation unknown; moves slowly. Illegal in Tournaments.

Lasers (1 Point) Hits the target instantly, but will not harm a Robot with even the slightest Shielding. Damage is equal to 1/5th Energy invested.